HOF Mod Support/Suggestions

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Dianthus said:
It works OK for me, I just downloaded it and extracted. I've just uploaded the exe to the HOF site, so maybe you will have more luck with that. It's [Edit] Link removed. [/Edit].

Than you it is working now.
 
Here's a couple HOF mod questions for you: After I installed the mod, all of my personal HOF games are not longer displayed in the Hall of Fame of my own games. Is there some easy way that I can get all of my old games to appear in the personal HOF?

Also, I hope I'm not being a bother, but any clue how much longer old Beta HOF from this site will be up--and when the new one will appear? I've already played a couple games with the new mod that I would like to submit.

Great work on the mod, BTW.

Thanks,

Matt
 
godotnut said:
Here's a couple HOF mod questions for you: After I installed the mod, all of my personal HOF games are not longer displayed in the Hall of Fame of my own games. Is there some easy way that I can get all of my old games to appear in the personal HOF?
Don't know. :(

godotnut said:
Also, I hope I'm not being a bother, but any clue how much longer old Beta HOF from this site will be up--and when the new one will appear? I've already played a couple games with the new mod that I would like to submit.
The permanent one will start rolling out next month, but we're already taking 1.61 HOF mod submissions, and if they meet the Permanent rules, they'll count.
 
superslug said:
The permanent one will start rolling out next month, but we're already taking 1.61 HOF mod submissions, and if they meet the Permanent rules, they'll count.
What about quartermaster.
 
Comment1: Great work on getting all these mods together and working. Just played a quick dummy game and it works great.

Comment2: However, the game does 'seem' to play a little bit slower - more waiting time for the other teams to play.

Question: Can I take the HOF Mod and put it under my custom assets folder and get it to run there? I'm thinking that most of it will be ok but I might want to remove the custom engine changes you have made (file compression, etc). Any suggestions on how hard / easy this would be?
 
Kalleyao said:
What about quartermaster.
Any games that qualify for the permanent HOF will also qualify for Quattromasters (the equivalent of Quartermasters in 3).



ruff_hi said:
Comment2: However, the game does 'seem' to play a little bit slower - more waiting time for the other teams to play.
I guess the autosave might be a little (though I don't think noticeably) slower, but I don't see why anything else would be any slower.



ruff_hi said:
Question: Can I take the HOF Mod and put it under my custom assets folder and get it to run there? I'm thinking that most of it will be ok but I might want to remove the custom engine changes you have made (file compression, etc). Any suggestions on how hard / easy this would be?
It should be easy enough to do that and keep the HOF dll. Without the HOF dll you will have to change the .py to remove calls to any extra stuff added to the HOF mod dll. The following are the new calls that were added:
Code:
		.def("getShowGrid", &CyGame::getShowGrid, "bool ()")
		.def("setShowGrid", &CyGame::setShowGrid, "void (bool)")
		.def("getShowYields", &CyGame::getShowYields, "bool ()")
		.def("setShowYields", &CyGame::setShowYields, "void (bool)")
		.def("getShowScores", &CyGame::getShowScores, "bool ()")
		.def("setShowScores", &CyGame::setShowScores, "void (bool)")
		.def("getDLLPath", &CyGame::getDLLPath, "string getDLLPath()")
		.def("getExePath", &CyGame::getExePath, "string getExePath()")
From memory they are used in CvMainInterface.py and HOFContext.py.
 
If you're asking for suggestions I would love a very simple clock mod that adds a fraction showing turns played/total turns.

Like Goombaz mod, but without the percentage?

If one ever gets made I guess.
 
Thanks for the suggestions, Ljdjr.

A new version of the mod has been posted on the website.
 
Didn't see this mentioned anywhere so I thought I'd bring it up:

I like the custom domestic advisor in the HOF mod very much, but there seems to be a bug when sorting by production... it almost never gets it right, or even close enough to right that I can attribute it to other factors such as bonuses it's not counting.

Still, it's about 10x more useful than the built-in advisor, so thanks for including it! In fact, let me take this opportunity to thank you for the great job on the mod altogether. :goodjob:
 
I downloaded the file but now when the game tries to restart to load the mod it crashes. I was runnig BlueMarble but tried uninstalling to see if that was the problem but still no luck. Any ideas what may be wrong or what to check to find out?

Thanks,
Chumlie
 
Was the clock mod left out or am I just missing the button to activate it in the options?

I am also getting an error message when loading (game not just mod) about tech info for communism. Click ok and its fine. Forgot to check the civilopedia to see if it shows up or not.
 
Big_Ben said:
Lock modified assets isn't checked on the mod by default. Thought it was for 1.52.
With 1.61, Civ4 preserves all the game options in the Civ4 ini file. Set it and it stays set.

Big_Ben said:
Was the clock mod left out or am I just missing the button to activate it in the options?.
With 1.61, Civ4 has the option to display the time along with the year. You can go to the "Other" options tab to turn the clock on.

Big_Ben said:
I am also getting an error message when loading (game not just mod) about tech info for communism. Click ok and its fine. Forgot to check the civilopedia to see if it shows up or not.
Make sure you have installed the mod in the "MODS" folder. See below.
 

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RemoWilliams said:
Didn't see this mentioned anywhere so I thought I'd bring it up:

I like the custom domestic advisor in the HOF mod very much, but there seems to be a bug when sorting by production... it almost never gets it right, or even close enough to right that I can attribute it to other factors such as bonuses it's not counting.

Still, it's about 10x more useful than the built-in advisor, so thanks for including it! In fact, let me take this opportunity to thank you for the great job on the mod altogether. :goodjob:
Thanks, I will take a look at the sort.
 
Chumlie said:
I downloaded the file but now when the game tries to restart to load the mod it crashes. I was runnig BlueMarble but tried uninstalling to see if that was the problem but still no luck. Any ideas what may be wrong or what to check to find out?

Thanks,
Chumlie
Make sure you install the mod in the "MODS" folder. See the attached image a couple messages back.
 
Denniz said:
Big_Ben said:
Was the clock mod left out or am I just missing the button to activate it in the options?.

With 1.61, Civ4 has the option to display the time along with the year. You can go to the "Other" options tab to turn the clock on.
I put the clock mod in my cobbled SG pack because it shows the time, the turn number and the year. I don't think that vanilla v1.61 shows the turn number. This is useful for SG as people need to know when they have played their 10, 15 or 20 turns. I also put the reminder mod in to help with that too.
 
ruff_hi said:
I put the clock mod in my cobbled SG pack because it shows the time, the turn number and the year. I don't think that vanilla v1.61 shows the turn number. This is useful for SG as people need to know when they have played their 10, 15 or 20 turns. I also put the reminder mod in to help with that too.
I debated with leaving the turn number there but I couldn't think of a good reason. Shows what I know. :crazyeye:

I will put it back for next time and take a look at the reminder mod. Do you have a link for that? Yeah, @Ljdjr, I'll look at the turns remaining too. :mischief:
 
The communism info isn't a problem wtih the mod, its the 1.61 install itself. I'll fix it eventually though.
 
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